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#61 (permalink) |
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Registered User
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Posts: 506
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#62 (permalink) | ||
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Moderator
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C2D E8400 3.00 Ghz | EP45-DS3 | HD4850 512MB | 4GB DDR2 800 | 640 + 250 GB HDD
SyncMaster 2233BW 22" | Logitech G5 | Logitech G15 | Windows 7 x64 |
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#63 (permalink) |
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in my too
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The Empyrean |
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#64 (permalink) |
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Registered User
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The source code from JChip8BR is on svn google's. jchip8br - Google Code The code is not so beautiful and faster but I hope you can take some acknoledges.
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The Empyrean |
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#65 (permalink) | ||
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cChip interpreter WIP - current status: Release Candidate LRx Filter RC - current performance rating: 9/10 |
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#66 (permalink) |
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ライチュウ
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Location: USA
Posts: 3,289
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Once I get a bit more free time, I think I'm going to rewrite my emulator from scratch in proper C++/SDL[it was a horrible mix of C/C++ before]. Yeah, I didn't finish it the first time, but it was crappy anyway. Really hacky and too much guesswork involved, and worst of all, I didn't hardly document it. I'm going to try and brush up on bit logic and such a bit more this time. It's still confusing to me. If you want to see my crappy source of it: http://code.google.com/p/chip8-emu/ It's under the BSD license[I'm so lazy I never even copy pasted the license in the code xD], do what you want with it, just remember who wrote it. ![]() It never had graphics or anything. It was a CLI app since I wanted to do graphics last.
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Last edited by Dax; February 27th, 2009 at 09:39.. |
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#67 (permalink) |
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Mobile Fanatic
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I kinda think it's better to include your opcode interpreter into the main opcode table to avoid function calls, and possibly improve a bit of performance. Though indeed it's a bit harder to manage that way. ![]() (to be honest, I split them into functions with my Gameboy emulator, anyway)
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cChip interpreter WIP - current status: Release Candidate LRx Filter RC - current performance rating: 9/10 |
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#69 (permalink) |
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Mobile Fanatic
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You haven't seen ugly yet. Ugly is 30 different files, headers and definitions, in separate folders, each with over 5000 lines of codes. ;pYou're doing fine. As for optimization practices, no comment. The more you work on something, the better you are at optimizing for it.
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cChip interpreter WIP - current status: Release Candidate LRx Filter RC - current performance rating: 9/10 |
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#71 (permalink) |
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Mobile Fanatic
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Well, you can stick a flower in it to make it look pretty then. ![]() Sufficient codes are not always pretty, though. And some "deprecated" stuffs might still be faster and more efficient than the "new" stuffs. But they're still "deprecated" because they're harder to use and maintain. Hmm... as is the case with ActionScript and Java. Fun note: ActionScript 3.0 should be Action language instead of an "Action" script, but I think it'd just sound stupid as Action... and they stuck "script" in the back of it in the end.
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cChip interpreter WIP - current status: Release Candidate LRx Filter RC - current performance rating: 9/10 |
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#73 (permalink) |
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Mobile Fanatic
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Whooel... for instance, byte >> 3 & 1 byte >> 2 & 1 byte >> 1 & 1 byte & 1 ...is definitely faster to fetch binary code than a look-up table that requires you to convert to hex before hand. But hell... I wonder why people still do that sometimes... hmm...
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cChip interpreter WIP - current status: Release Candidate LRx Filter RC - current performance rating: 9/10 |
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#75 (permalink) |
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ライチュウ
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Location: USA
Posts: 3,289
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The CHIP8 returneth! Hatori and I have been chatting on MSN tonight, and I'm going to clean up my code, and learn more about bitshifting again after my long absence. I want to make this thing a reality.
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#76 (permalink) |
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Registered User
Join Date: Mar 2009
Location: United States
Posts: 9
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Hi, I was wondering if somebody that knew actionscript could help me out on my CHIP8 emu. I have not tested many games on it, but I know for sure that a few work, however; it seems that Space Invaders' home screen is not working correctly. The swf can be found here on this page, it automatically loads Space Invaders by default. The source code is also included below it. chip *the emu is not the fastest thing in the world, I am just trying to get it to work. Thanks for any feedback I get. |
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#77 (permalink) |
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Registered User
Join Date: Mar 2009
Location: United States
Posts: 9
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Okay, I found the error. Apparently when I was loading the rom from the php script, I did not convert the "string number" into an "actual number" in Flash. Honestly, I do not even know why any game worked in the emu in the first place. Strangely enough, I found this bug by displaying the hex values of the rom after it loaded...but it was not displaying hex, rather decimal. After a few head scratches I realized that the numbers were still strings. |
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#78 (permalink) |
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Administrator
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Location: Montreal, Canada
Posts: 7,842
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did you update your link? I still see garbled text scrolling. on a side note, I finally fix a few issues that was in my emu... -it now runs semi-fullspeed (drawing the WHOLE screen everytime is just a bad idea... can't believe I made that mistake) -added fonts -fix outofbound errors when paddle would wrap in pong (offscreen drawing). Screenshot! |
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#79 (permalink) |
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Registered User
Join Date: Mar 2009
Location: United States
Posts: 9
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No, I did not update the link last night, however; I did just put the new file up online. You have a good idea not to draw the whole screen every time, I might implement that into my emu. But, first things first; I am probably going to convert it over to C++ in a couple of weeks (I cannot right now, too busy). |
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#80 (permalink) | ||
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Mobile Fanatic
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Also you should try to load the binary file directly into the URLLoader then convert it to a ByteArray instead of waiting for php to pass it to you. That's quite messy imo. Unless, of course, you are using ActionScript 2. Which then makes this an even more troublesome experience. Not that it's impossible but it's just quite difficult. Quote:
Do Super Chip games work?
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cChip interpreter WIP - current status: Release Candidate LRx Filter RC - current performance rating: 9/10 |
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